4 /* spawnfunc */ ATTRIB(Shotgun, m_canonical_spawnfunc, string, "weapon_shotgun");
5 /* ammotype */ ATTRIB(Shotgun, ammo_type, Resource, RES_SHELLS);
6 /* impulse */ ATTRIB(Shotgun, impulse, int, 2);
7 /* flags */ ATTRIB(Shotgun, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN | WEP_TYPE_MELEE_SEC | WEP_FLAG_BLEED);
8 /* rating */ ATTRIB(Shotgun, bot_pickupbasevalue, float, 6000);
9 /* color */ ATTRIB(Shotgun, wpcolor, vector, '0.5 0.25 0');
10 /* modelname */ ATTRIB(Shotgun, mdl, string, "shotgun");
12 /* model */ ATTRIB(Shotgun, m_model, Model, MDL_SHOTGUN_ITEM);
13 /* flash mdl */ ATTRIB(Shotgun, m_muzzlemodel, Model, MDL_SHOTGUN_MUZZLEFLASH);
14 /* flash eff */ ATTRIB(Shotgun, m_muzzleeffect, entity, EFFECT_SHOTGUN_MUZZLEFLASH);
16 /* crosshair */ ATTRIB(Shotgun, w_crosshair, string, "gfx/crosshairshotgun");
17 /* crosshair */ ATTRIB(Shotgun, w_crosshair_size, float, 0.65);
18 /* wepimg */ ATTRIB(Shotgun, model2, string, "weaponshotgun");
19 /* refname */ ATTRIB(Shotgun, netname, string, "shotgun");
20 /* wepname */ ATTRIB(Shotgun, m_name, string, _("Shotgun"));
22 #define X(BEGIN, P, END, class, prefix) \
24 P(class, prefix, alt_animtime, float, SEC) \
25 P(class, prefix, alt_refire, float, SEC) \
26 P(class, prefix, ammo, float, PRI) \
27 P(class, prefix, animtime, float, BOTH) \
28 P(class, prefix, bullets, float, PRI) \
29 P(class, prefix, damage, float, BOTH) \
30 P(class, prefix, force, float, BOTH) \
31 P(class, prefix, melee_delay, float, SEC) \
32 P(class, prefix, melee_multihit, float, SEC) \
33 P(class, prefix, melee_nonplayerdamage, float, SEC) \
34 P(class, prefix, melee_no_doubleslap, float, SEC) \
35 P(class, prefix, melee_range, float, SEC) \
36 P(class, prefix, melee_swing_side, float, SEC) \
37 P(class, prefix, melee_swing_up, float, SEC) \
38 P(class, prefix, melee_time, float, SEC) \
39 P(class, prefix, melee_traces, float, SEC) \
40 P(class, prefix, refire, float, BOTH) \
41 P(class, prefix, reload_ammo, float, NONE) \
42 P(class, prefix, reload_time, float, NONE) \
43 P(class, prefix, secondary, float, NONE) \
44 P(class, prefix, solidpenetration, float, PRI) \
45 P(class, prefix, spread, float, PRI) \
46 P(class, prefix, switchdelay_drop, float, NONE) \
47 P(class, prefix, switchdelay_raise, float, NONE) \
48 P(class, prefix, weaponreplace, string,NONE) \
49 P(class, prefix, weaponstartoverride, float, NONE) \
50 P(class, prefix, weaponstart, float, NONE) \
51 P(class, prefix, weaponthrowable, float, NONE) \
53 W_PROPS(X, Shotgun, shotgun)
57 REGISTER_WEAPON(SHOTGUN, shotgun, NEW(Shotgun));